Build 2026.05.20
Written for players, wanderers, knights, and doomed souls.
Azthengar is a single-player fantasy dungeon crawler in the tradition of old computer role-playing games, where a lone knight descends through the haunted castle of a wicked king. This manual is written in the spirit of classic RPG manuals, especially the kind that carefully explain the world, symbols, commands, monsters, items, and long-term goal of the adventure. The reference you shared is structured around sections like introduction, character, adventuring, map symbols, commands, dungeon exploration, combat, objects, winning, and death, so I followed that old-school organization for Azthengar while keeping the writing original.
TABLE OF CONTENTS
- Introduction
- The Story of Azthengar
- Beginning the Game
- The Player Character
- Player Attributes
- The Castle of Azthengar
- The Surface World
- Dungeon Floors and Depth
- The Map and Dungeon View
- Commands
- Movement and Exploration
- Combat
- Leveling and Advancement
- Food, Hunger, and Survival
- The Satchel and Inventory
- Weapons, Armor, and Shields
- Potions, Scrolls, Relics, and Supplies
- Skeletons and Lost Messages
- Civilians and Castle Lore
- Monsters of Azthengar
- Special Enemies and Bosses
- The Minotaur
- The Dragon
- The Archivist of Azthengar
- King Azthengar
- Endless Mode
- Status Effects
- Hazards and Dungeon Features
- Shrines, Temples, and Relics
- Winning the Game
- Upon Death and Dying
- Strategy for New Players
- Advanced Strategy
- Gold, Shops, and Archivist’s Recall
- Music, Soundtrack, and Level Rotation
- Interface and Control Polish
- Build 2026.05.18 True Throne Update
- Build 2026.05.20 Encounter Portrait Update
- Build 2026.05.25 Velinor, Blackmarsh, and Swamp Dragon Update
- Area Guide: Forest Edge, Blackmarsh, Velinor’s Home, and Forsaken Village
- Credits and Message Board
- System Requirements
- Final Word To The Adventurer
1. INTRODUCTION
Azthengar is a fantasy role-playing adventure of darkness, danger, and discovery. The player assumes the role of a knight who enters a cursed realm ruled by the evil King Azthengar. The castle is vast, strange, and treacherous. Its halls contain monsters, traps, forgotten relics, frightened civilians, lost bones, secret messages, and old stories whispered by those who still survive within its shadow. The purpose of the game is simple to understand but difficult to accomplish. You must survive. You must descend. You must become stronger. You must face the horrors of the castle and eventually confront the powers that rule it.
Azthengar is designed with the feeling of an old computer role-playing game. It is not meant to rush the player from one spectacle to the next. It is a game of movement, pressure, exploration, resource management, atmosphere, and danger. Every floor is part of a larger descent. Every enemy is a threat. Every potion may matter. Every skeleton may carry the last words of someone who failed before you. The game uses a mixture of map-based exploration and a top-down dungeon view. The player sees the castle through a retro interface inspired by classic CRPGs, where imagination fills the darkness between the walls.
2. THE STORY OF AZTHENGAR
Long ago, the Kingdom of Seka was watched over by old powers, forgotten orders, and sacred relics. Among these relics, none was more feared or desired than the Amulet of Feligar, an artifact said to carry power beyond mortal rule.
The Great Witch Velinor knows the old truth of the amulet. Her home is hidden beyond the Forest Edge, where candlelight, herbs, old bones, and dangerous mercy wait behind a moss-covered witch door. Velinor warns the player that the first Azthengar below is only a shadow. The true king waits at the second throne, and the Amulet of Feligar must be found between Floors 196 and 198 before the player carries it to Floor 200.
King Azthengar, once a ruler of ambition and command, became consumed by the legends of this amulet. His castle darkened. His halls twisted. His soldiers vanished. Monsters crept into chambers where men once stood guard. Villagers began to whisper that the king was no longer merely a king, but something altered by greed, sorcery, and the deep hunger of the castle itself.
The castle became a wound in the land. Beneath it are catacombs, temples, serpent halls, bone galleries, cursed vaults, and deeper regions where reality begins to break. Some say the Minotaur waits in the depths. Some speak of a dragon guarding the way. Some whisper of the Archivist of Azthengar, a strange figure tied to the history of the place, watching, recording, and perhaps judging those who enter. The knight enters not for riches alone, but because Azthengar must be faced.
3. BEGINNING THE GAME
When the game begins, the player is placed at the start of the adventure. Depending on the build, the player may begin on the surface, near the castle, or within the early floors of the dungeon.
The player should first become familiar with movement, the map, the message box, and the basic commands. Azthengar rewards careful play. Running blindly into enemies or ignoring food, health, and equipment can quickly bring an adventure to an end.
The game is turn-based in spirit. Each movement, action, or encounter matters. The monsters of the castle are not merely decorations. They exist to weaken, poison, drain, surround, or destroy the player.
4. THE PLAYER CHARACTER
The player is a knight. This knight is not a superhero, not a chosen god, and not an unstoppable champion at the beginning of the game. They are a warrior entering a place where many others have died.
The knight begins with basic combat ability and must improve through exploration and survival. As the player defeats enemies and descends deeper into the castle, the knight grows stronger. Health, attack power, defense, and other values increase over time.
Unlike some role-playing games, Azthengar focuses less on complex character creation and more on the adventure itself. The question is not what kind of hero you create. The question is whether the hero can survive the castle long enough to become worthy of the final fight.
5. PLAYER ATTRIBUTES
The player’s survival depends on several important values.
Health
Health represents the knight’s life. When health reaches zero, the adventure ends. Health can be restored through certain items, effects, or healing opportunities.
Attack
Attack determines how much damage the player can deal in combat. A higher attack value makes it easier to defeat monsters before they cause too much harm.
Defense
Defense reduces or resists incoming damage. Stronger armor and natural improvement can help the player survive deeper floors.
Food
Food represents the knight’s ability to continue exploring. Hunger is part of the danger. Food must be watched carefully. Wasteful wandering can become deadly.
Inventory Space
The player’s satchel is limited. You cannot carry everything. Choosing what to keep is part of the game.
Floor Depth
The deeper the player descends, the more dangerous the castle becomes. Later floors bring stronger enemies, harsher conditions, stranger events, and greater rewards.
6. THE CASTLE OF AZTHENGAR
The Castle of Azthengar is the heart of the game. It is not merely a building. It is a haunted machine of stone, memory, blood, and old magic. The castle is divided into floors. Every few floors, the feeling of the game changes. The halls may darken. The colors may shift. The enemies may grow stranger. Ancient forces become more visible the deeper the player travels.
The castle contains:
Walls and corridors
Rooms and chambers
Stairways leading deeper
Enemies and bosses
Skeletons with messages
Civilians and lore-givers
Shrines and strange features
Items and equipment
Hazards and traps
Secrets and rare discoveries
The player must explore each level, survive its dangers, and find the way forward.
7. THE SURFACE WORLD
Azthengar is not only a dungeon. The world outside the castle also matters. The surface may include forests, coastline, villages, temples, and strange locations connected to the history of the kingdom.
The surface gives the player a sense that the castle belongs to a larger world. Villagers may speak of Azthengar. Some may mention the Minotaur, the Dragon, the Archivist, or old legends that explain what lies below.
Surface areas may offer atmosphere, story, healing, warning, or direction. They also help make the castle feel more terrible by showing what exists under its shadow.
Build 2026.05.20 expands the surface journey with a stronger Forest Edge route. The witch’s entrance now belongs in the forest where it feels natural, old, and hidden beneath the trees. The player may find the moss-covered doorway to The Great Witch Velinor’s home at Forest Edge. This keeps the witch connected to the living woods rather than burying her doorway in the swamp.
The route to the temple and dragon remains separate from the witch’s door. The dragon path belongs to the Blackmarsh and the temple road, while Velinor’s doorway belongs to Forest Edge.
8. DUNGEON FLOORS AND DEPTH
Each floor represents a step farther from safety.
Early floors are meant to teach the player how the game works. Enemies are dangerous but manageable. Items are useful but not unlimited. Food is precious. The player should learn when to fight, when to heal, when to search, and when to descend.
Middle floors become more threatening. Monsters grow stronger. Status effects become more serious. The player may find better equipment, but the dangers increase with it.
Deep floors are hostile. The castle becomes less like a normal place and more like a cursed underworld. Bosses and special enemies may appear. The player should expect the game to test everything learned earlier.
In Build 2026.05.18, the deep structure of the game has been expanded. Floor 100 is no longer the final victory. It now serves as the first great confrontation with the Frozen Shadow of Azthengar, a false king beneath the ice. The true throne-room finale waits on Floor 200, where True Azthengar stands guarded by three dragons before the proper ending opens the way into Endless Mode.
9. THE MAP AND DUNGEON VIEW
Azthengar uses old-school dungeon presentation and map awareness.
The adventure is presented primarily through a top-down dungeon view. This view shows the player’s position, nearby halls, enemies, NPCs, items, and features. The map helps the player understand position and layout.
The player should learn to read the dungeon carefully. The map gives survival information, while the main play view shows immediate danger and nearby features. Ignoring the map can cause the player to wander. Ignoring the messages and surroundings can cause the player to miss what the castle is trying to reveal.
10. COMMANDS
Commands may vary slightly by build, but the following are the general controls and actions expected in Azthengar.
| Key | Command |
|---|---|
| Arrow Keys / Movement Keys | Move the player |
| Enter / Space | Confirm, interact, descend, or continue screens |
| I | Open the satchel or inventory |
| Tab | Open or close Field Notes |
| E | Eat rations |
| O | Open the castle shop on merchant floors |
| L | Cast Archivist’s Recall when available |
| P | Toggle the lantern |
| M | Toggle music on or off |
| C | Display the credit line on the message board |
| Q / W / R | Use the three draughts |
| A / S | Use scrolls |
| T / Y / U / D / F | Treat afflictions or use supplies |
| Z | Save the current run |
| X | Load the saved run |
| Escape | Exit menus or close screens where available |
The player should always read the message box. Many important events, combat results, item notices, and story details appear there.
11. MOVEMENT AND EXPLORATION
Movement is the foundation of play.
Each step may reveal new corridors, enemies, items, hazards, or messages. The player should avoid wasting movement because food and survival resources matter. Exploration should be careful, especially on deeper floors.
A good explorer will:
Check nearby corridors before rushing ahead
Avoid unnecessary backtracking
Pick up only useful items
Watch health after every battle
Use healing before it is too late
Read messages carefully
Remember where stairs and hazards are located
The castle punishes panic. It rewards patience.
12. COMBAT
Combat occurs when the player encounters hostile creatures. The player attacks, the enemy may strike back, and the battle continues until one side is defeated.
Combat is influenced by:
Player attack
Player defense
Player health
Enemy strength
Enemy special effects
Equipment
Depth scaling
Luck
Not every fight should be treated casually. Even weak enemies can become dangerous if the player is already wounded or hungry. Stronger enemies may require potions or better equipment.
The message box reports combat events. Pay attention to damage, missed attacks, special effects, and warnings.
Encounter Portraits
In Build 2026.05.20, combat presentation has been expanded with encounter portrait cards. When a hostile creature is faced, the game may display a portrait window showing the enemy’s face, name, health, and threat description.
These portraits are drawn directly in QB64 code. They do not require external image files. The purpose is not modern realism, but a strong retro CRPG identity: readable monster silhouettes, dark fantasy colors, and a feeling that the castle itself has given the monster a face.
The portrait system supports different emotional states. A monster may appear normally, appear crueler when the player is wounded, or appear broken when death takes it. This gives combat more character without slowing the game or relying on heavy animation.
The portrait window is designed so that the monster image remains inside its own frame and does not cover the battle text.
13. LEVELING AND ADVANCEMENT
As the player survives and defeats enemies, the knight grows stronger. Azthengar uses a straightforward advancement style designed to keep the game moving.
Rather than forcing the player to stop constantly and choose complicated upgrades, the game may improve the player through a rotating or automatic system. Health, attack, and defense may increase over time as part of the knight’s growth.
This keeps the focus on exploration and survival rather than menu management. The player should still understand that deeper floors expect a stronger character. If the player avoids too many battles, later encounters may become harder.
14. FOOD, HUNGER, AND SURVIVAL
Food is one of the most important resources in Azthengar.
The player cannot wander forever without consequence. Food decreases as the player travels. Earlier versions may have allowed food to accumulate too easily, but later balance changes make food rarer and more meaningful.
Food should be treated as survival fuel. Do not waste it. Do not assume there will always be more.
The maximum amount of food the player can carry may be limited. This creates a survival rhythm where every decision matters.
Good food strategy:
Do not wander aimlessly
Collect food when found
Do not rely on random food gain
Descend when ready
Avoid unnecessary loops
Treat food as seriously as health
A hungry knight is a dying knight.
15. THE SATCHEL AND INVENTORY
The satchel holds the player’s carried items. Space is limited, so every item matters. The player may not be able to carry more than a small number of items. This is intentional. Azthengar is not about hoarding every object. It is about deciding what will save your life.
You may need to choose between:
A healing potion
An antidote
A scroll
A better weapon
A shield
A relic
Food
The best item is not always the rarest. Sometimes the best item is the one that keeps you alive for one more floor.
16. WEAPONS, ARMOR, AND SHIELDS
Equipment improves the player’s chance of survival.
Weapons
Weapons increase attack power. A stronger weapon allows the player to defeat enemies faster.
Armor
Armor improves defense. Better armor may reduce damage and help the player survive longer fights.
Shields
Shields provide additional protection. In a castle full of monsters, even a small defensive improvement can matter.
The player should upgrade equipment whenever possible, but must also manage inventory space. Carrying old or weaker equipment may waste valuable satchel room.
17. POTIONS, SCROLLS, RELICS, AND SUPPLIES
Azthengar contains useful items that may be found throughout the castle.
Potions
Potions may restore health or provide other benefits. Healing should not be saved forever. Many players die with a potion still in their satchel because they waited too long.
Antidotes
Antidotes cure poison or help deal with venomous threats. These become especially important in serpent-themed areas or against poisonous enemies.
Scrolls
Scrolls may provide magical effects, protection, damage, or utility depending on the build.
Relics
Relics are special objects tied to the deeper mystery of the castle. Some may be rare discoveries. Some may exist for lore, scoring, power, or future systems.
Food
Food keeps the player going. It is both ordinary and vital.
18. SKELETONS AND LOST MESSAGES
Skeletons may be found scattered throughout the castle. These are not merely decorations. They are the remains of those who entered before you.
A skeleton may carry a lost message. Some messages are warnings. Some are tips. Some are final words to loved ones. Some hint at mechanics or dangers. Some exist only to deepen the sadness of the place.
The player should read them. A skeleton may tell you how to survive. It may also remind you that survival is not guaranteed.
Example types of skeleton messages:
Warnings about hunger
Hints about enemies
Mentions of poison
Final letters to family
Fearful notes about the Minotaur
Rumors of the dragon
Whispers about Azthengar
References to the Archivist
Prayers from the dying
These messages help turn the dungeon into a graveyard with memory.
19. CIVILIANS AND CASTLE LORE
Not everyone in Azthengar is a monster. Some civilians, villagers, wanderers, or trapped souls may still be found. These characters may speak to the player and provide lore.
They may discuss:
King Azthengar
The Amulet of Feligar
The Kingdom of Seka
The Minotaur
The dragon
The Archivist of Azthengar
The castle’s corruption
Old temples
Forgotten battles
Rumors from deeper floors
Dialogue may change as the player descends. Early civilians may speak in rumor. Deeper ones may speak in dread. Some may know more than they should.
Talking to civilians is not always required, but it enriches the adventure.
20. MONSTERS OF AZTHENGAR
The castle contains many enemies. Each has its own place in the dungeon’s ecosystem.
Rats
Weak but common. Dangerous when the player is already wounded.
Bats
Fast, irritating creatures that create pressure in early floors.
Goblins
Basic humanoid enemies. They are often stronger than vermin and may appear in castle halls.
Skeletons
Hostile undead warriors. Not to be confused with message-bearing remains.
Zombies
Durable undead creatures. They may take longer to kill.
Ghosts
Supernatural enemies that may cause fear, curses, or other strange effects.
Fire Imps
Magical or demonic creatures. They may be dangerous due to special attacks or elemental flavor.
Fairies
Small magical beings. In some builds they are weaker than fire imps and visually distinct.
Golems
Stone or constructed enemies. Golems are tougher and should feel heavy, ancient, and hard to destroy.
Serpent Guardians
Poisonous or temple-related enemies. They are associated with venom, coils, and old serpent halls.
Spiders
May appear in webbed or temple areas. They are associated with poison, slowdown, and entrapment.
Vampires
Dangerous enemies that may drain life. They should be approached with caution.
Marsh Frogs
Swamp-dwelling amphibians found in Blackmarsh. Their portraits and enemy identity now use clear frog features, including broad frog mouths and sideways slit eyes. They are meant to feel like creatures of mud, reeds, black water, and hunger rather than humanoid monsters.
Giant Swamp Toads
Heavy, squat, warty swamp beasts. They are broader and uglier than the marsh frogs, with thick bodies and damp, foul presence. When defeated, their combat portrait now shows closed eyes to represent death instead of a black-box artifact.
Swamp Dragon
The Blackmarsh temple guardian is now the Swamp Dragon. It is red, hostile, ancient, and tied to the temple road. It replaces the earlier green dragon naming in this area and better fits the fire, marsh, and danger of the Blackmarsh.
Each monster is a test of the player’s current strength, supplies, and judgment.
Monster Portrait Identity
Build 2026.05.20 gives enemies a stronger visual identity through coded encounter portraits.
Skeletons show hollow skulls and bone shapes.
Orcs use heavier green faces and tusks kept inside the portrait frame.
Golems appear as blocky stone faces.
The Swamp Dragon carries red scale, fire, and hate.
The Minotaur is framed as a horned brute of the maze.
Azthengar is presented with royal menace, crown-like shapes, and a darker boss presence.
The goal of these portraits is to make every major fight feel more connected to the world of Azthengar. The player should not feel as if they are fighting a plain stat block. They should feel as if a thing from the castle has stepped forward and stared back.
21. SPECIAL ENEMIES AND BOSSES
Special enemies are stronger than ordinary monsters and may appear at key points in the adventure.
Boss encounters should be treated seriously. They may have cinematic introductions, special music, screen shake, unique text, or dialogue. Mini-bosses may appear every fifth floor depending on the current build. These battles give the dungeon rhythm and make depth feel meaningful.
Boss strategy:
Enter with high health
Carry healing items
Avoid wasting turns
Read the message box
Understand the enemy’s pattern
Do not assume brute force will always work
A boss is not just a stronger monster. It is a gatekeeper.
Build 2026.05.18 changes the rhythm of the deepest boss encounters. The Floor 100 battle is now treated as a major false-king encounter rather than the end of the game. The true ending is reserved for Floor 200, where the player must overcome True Azthengar and his dragon guardians before the castle yields its final victory screen.
22. THE MINOTAUR
The Minotaur is one of the great horrors associated with Azthengar. It is not merely a beast. It is a symbol of the maze, the hunt, and the fear of being trapped underground. The Minotaur may appear as a major encounter in the deeper castle. In some designs, it waits around a key floor as a survival-horror-style enemy, stalking the player through a dangerous area. The player should expect the Minotaur to be physically powerful. It should not be treated like an ordinary creature.
When preparing for the Minotaur:
Carry healing
Improve equipment
Watch movement
Do not enter weak
Expect a brutal fight
The Minotaur is the castle’s rage given flesh.
23. THE DRAGON
The dragon is one of the legendary creatures of Azthengar. It may guard a temple, block a path, or appear in connection with the Archivist. The dragon should be feared. It is large, ancient, and destructive. A red dragon especially suggests fire, violence, and royal danger. In Blackmarsh, the temple road is guarded by the Swamp Dragon, a red marsh-fire beast that blocks the path until defeated.
The doorway to the dragon and temple road is separate from the witch’s doorway. The temple path leads through Blackmarsh and toward the Swamp Dragon, while Velinor’s doorway is hidden in Forest Edge.
Build 2026.05.18 gives dragons a greater role in the true throne-room finale. On Floor 200, True Azthengar is protected by three dragon guardians, echoing the temple entrance dragon but raising the danger into something worthy of a final royal chamber.
The Three Dragon Guardians
The Floor 200 guardians are:
Temple Dragon
Crown Dragon
Blood Dragon
These creatures are not simple hallway monsters. They are the living seals of the Deep Throne. The player must defeat the dragons before True Azthengar can be brought fully down. This makes the final battle feel like an event, not a single ordinary duel.
Dragon strategy:
Do not fight wounded
Expect heavy damage
Use your strongest resources
Watch for special attacks
Treat the fight as a major event
Destroy the guardians before expecting Azthengar to truly fall
A dragon is not an obstacle. It is a legend standing in your way.
24. THE ARCHIVIST OF AZTHENGAR
The Archivist of Azthengar is a strange and important figure. He is tied to memory, record-keeping, history, and perhaps judgment. He may appear as a mysterious presence, a lore figure, a character of power, or even a direct opponent.
The Archivist is not simply another villain. He represents the idea that Azthengar is being watched and recorded. Every death, every descent, every discovery may belong to his archive.
In a special deep-floor encounter, the Archivist may call upon a red dragon to battle the player. This encounter can carry a slightly playful, mythic, and personal tone while still fitting the world of the game.
Possible Archivist themes:
Keeper of forbidden records
Witness to the castle’s corruption
Guardian of hidden truths
A figure between player and legend
A strange final test before the deeper game continues
If the Archivist appears before you, read carefully. His words may matter.
Archivist Portrait
Build 2026.05.20 improves the Archivist’s visual presentation. His portrait is now treated as a mysterious hooded figure in brown robes, with the face hidden in darkness. The design is meant to protect the mystery of the character rather than reveal a human face.
The Archivist’s portrait window has also been cleaned so decorative guide shapes and unwanted circles do not interfere with the face or the frame. His presence should feel intentional, shadowed, and ancient.
25. KING AZTHENGAR
King Azthengar is the central evil of the game. His name hangs over the castle, the kingdom, and the entire adventure. He is associated with power, corruption, dark magic, and obsession. His desire for the Amulet of Feligar may have helped doom the castle. Whether he is still fully human is uncertain.
Build 2026.05.18 separates Azthengar into two important encounters.
Floor 100: The Frozen Shadow of Azthengar
Floor 100 is now the first great Azthengar battle. This encounter is not the true ending. The figure faced here is the Frozen Shadow of Azthengar, the false king below the ice. He carries the shape, malice, and threat of Azthengar, but he is not the final ruler of the Deep Throne.
The Floor 100 intro now presents him as:
THE FROZEN SHADOW OF AZTHENGAR
THE FALSE KING BELOW THE ICE
This fight should feel dangerous and important, but defeating him no longer ends the game. The adventure continues beyond Floor 100 into the deeper frozen castle and toward the real throne.
Floor 200: True Azthengar, King of the Deep Throne
Floor 200 is now the true final confrontation. This is where Azthengar is meant to feel like the actual king of the castle, not merely another boss in a hallway. His chamber should be understood as a royal throne room lost beneath stone, ice, blood, and ancient power.
The Floor 200 intro now presents him as:
TRUE AZTHENGAR, KING OF THE DEEP THRONE
THE DEEP THRONE AWAKENS
This encounter includes three dragon guardians:
Temple Dragon
Crown Dragon
Blood Dragon
True Azthengar cannot be properly conquered until these dragons are defeated. The player is not simply fighting a king. The player is breaking the royal seals of his throne.
Before facing True Azthengar:
Reach a high level
Improve equipment
Carry supplies
Prepare for a long fight
Expect multiple threats
Defeat the dragon guardians
Do not enter casually
Azthengar is the name on the castle. The castle is his shadow. The Deep Throne is where that shadow finally takes form.
26. ENDLESS MODE
After the main victory condition, the game continues into Endless Mode.
In Build 2026.05.18, Endless Mode begins after the true Floor 200 victory rather than after Floor 100. This gives the main quest a longer and more dramatic structure. Floor 100 is the false-king milestone. Floor 200 is the true ending. Floor 201 is the beginning of the endless descent beyond the known story.
Endless Mode represents the abyss beyond the completed adventure. The player may continue descending into increasingly dangerous floors. The purpose becomes survival, score, discovery, and legacy.
Endless Mode is for players who want to see how far they can go after the king has fallen.
In Endless Mode:
Enemies may become stronger
Resources may become more precious
Bosses may return or evolve
The dungeon may become stranger
The player’s story continues beyond victory
The castle may reveal threats older than Azthengar
Winning is glory. Continuing is madness.
27. STATUS EFFECTS
Some enemies and hazards may inflict conditions on the player.
Poison
Poison damages or weakens the player over time. Antidotes are important.
Curse
A curse may reduce effectiveness, cause danger, or create negative effects depending on the build.
Bleed
Bleeding represents ongoing injury. It may drain health until healed or ended.
Fear
Fear may interfere with action, combat, or confidence. Ghosts and supernatural enemies may cause fear.
Life Drain
Some enemies may steal health or vitality. Vampires are especially associated with this danger.
Status effects make combat more than simple damage trading. They force the player to carry proper supplies and respect certain monsters.
28. HAZARDS AND DUNGEON FEATURES
The castle itself is dangerous.
Possible hazards include:
Poison tiles
Cursed zones
Blood shrines
Unstable stones
Webbed floors
Venom pools
Reality-bent spaces
Dark magical chambers
Strange temple markings
Hazards may damage, poison, slow, curse, or frighten the player. The deeper the player goes, the more the environment itself should feel hostile.
The player should not assume every floor tile is safe.
29. SHRINES, TEMPLES, AND RELICS
Azthengar contains sacred and corrupted places.
Shrines
Shrines may heal, cleanse, bless, curse, or trigger unusual effects. The player should approach them with caution.
Temples
Temples are larger themed areas or legendary locations. Examples may include serpent temples, temples of life, sun temples, or other sacred ruins.
Relics
Relics connect the player to the deeper lore of the castle. Some may be useful. Others may be mysterious. The Amulet of Feligar is among the greatest legendary objects associated with the world.
Temples and relics help reveal that Azthengar is not merely a dungeon, but an ancient place layered with faith, greed, memory, and ruin.
30. WINNING THE GAME
To win Azthengar, the player must survive the descent and defeat the great evil that rules the castle.
Build 2026.05.18 clarifies the true victory path.
The battle on Floor 100 is no longer the end of the game. Defeating the Frozen Shadow of Azthengar on Floor 100 does not trigger the final ending. It is a major milestone and a warning that the true king still waits deeper below.
The proper ending is now reserved for Floor 200. There, the player must enter the throne room of True Azthengar, destroy the three dragon guardians, and defeat the king of the Deep Throne.
The true victory path may involve:
Surviving the early castle
Growing stronger through combat and exploration
Managing food, gold, supplies, and equipment
Facing major bosses and special encounters
Defeating the Frozen Shadow of Azthengar on Floor 100
Continuing through the deeper frozen castle
Entering the throne room on Floor 200
Defeating the Temple Dragon, Crown Dragon, and Blood Dragon
Defeating True Azthengar, King of the Deep Throne
Seeing the proper ending
Continuing into Endless Mode on Floor 201
Winning does not erase the castle. It proves the knight was strong enough to stand against its king.
A true victory should feel earned.
31. UPON DEATH AND DYING
Death is part of Azthengar.
Many have entered the castle. Most have failed. The skeletons on the floor are proof.
When the player dies, the adventure ends or returns to a restart condition depending on the build. The player should treat each death as a lesson.
Ask yourself:
Did I waste food?
Did I fight too many enemies while wounded?
Did I ignore poison?
Did I carry the wrong items?
Did I descend too early?
Did I miss better equipment?
Did I wait too long to heal?
Death is not always unfair. Often, the castle gives warnings before it kills.
32. STRATEGY FOR NEW PLAYERS
New players should follow these basic rules.
1). Read the message box.
2). Do not rush into every enemy.
3). Keep health high.
4). Use healing before it is too late.
5). Watch food carefully.
6). Upgrade weapons and armor when possible.
7). Do not carry useless items.
8). Talk to civilians.
9). Read skeleton messages.
10). Learn which enemies cause poison, fear, curse, or drain.
11). Descend when ready, not when desperate.
Remember that Azthengar is a survival adventure as much as a combat game.
33. ADVANCED STRATEGY
Experienced players should think in terms of floor economy.
Every movement costs time. Every fight costs health. Every item costs inventory space. Every floor asks the same question: what do you need to survive the next one?
Advanced players should:
Plan routes through explored areas
Avoid unnecessary loops
Save antidotes for poison-heavy regions
Keep one healing option whenever possible
Do not overvalue weak equipment
Learn enemy danger tiers
Use lore clues to anticipate bosses
Prepare before every fifth floor if mini-bosses are active
Treat food as a clock
Treat the satchel as a tactical choice
The best players do not merely fight well. They manage risk.
34. GOLD, SHOPS, AND ARCHIVIST’S RECALL
The 2026.05.18 build gives gold a much larger purpose inside Azthengar.
Gold is no longer only treasure. It is survival, score, pressure, memory, and choice. The player may spend gold during the current run, gather gold as part of a larger adventure record, and build a treasure legacy that helps define how the run is remembered.
Current Gold
Current gold is the gold the player can spend during the present adventure.
It may be used to buy supplies from castle merchants or to call upon Archivist’s Recall when the player needs to return to safety.
Run Gold
Run gold records how much treasure the player gathered during the current journey.
This allows the game to remember the value of treasure claimed, even if some gold was later spent to survive.
Lifetime Gold
Lifetime gold contributes to the wider record of the player’s journey through Azthengar.
Gold becomes part of the legend rather than merely a number in the corner of the screen.
Gold Legacy Titles
Gold can help shape the title given to the player at death or victory.
A poor run may be remembered as the journey of a forgotten wanderer.
A wealthy run may become the tale of a treasure-bound knight.
A legendary run may be recorded as the triumph of a lord of the deep vaults.
Castle Shops
Castle shops appear on certain merchant floors and give the player a chance to spend gold on survival.
A merchant floor is not true safety. It is a pause in the danger, a brief moment where the player may prepare for the next descent.
Shop inventory
Rations / food
Bandages
Antidotes
Crimson Potions
Holy Water
Blessed Tonics
Archivist’s Recall
Shops focus on survival, not constant weapon upgrades. The goal is not to make the player overpowered. The goal is to make gold matter.
Depth-Based Prices
Prices rise as the player descends deeper into the castle.
Early gold buys comfort.
Deep gold buys survival.
A ration on an early floor should not feel the same as a ration in the lower dark. The deeper the player goes, the more desperate every purchase becomes.
Archivist’s Recall
Archivist’s Recall allows the player to return from the castle to the Archivist’s home.
When used, the player is brought back to safety and healed. The Archivist’s home becomes more than a place of atmosphere. It becomes a sanctuary, a place of recovery, and a place of return.
But the spell has a cost.
The player must physically travel through the castle again.
Recall saves your life, but it does not save your progress.
35. MUSIC, SOUNDTRACK, AND LEVEL ROTATION
Music now plays a stronger role in Azthengar.
The soundtrack is no longer only a background feature. It helps define place, mood, danger, and memory. The title screen breathes with music when the game begins. The dungeon changes its exploration music as the player descends. Special encounters and major screens can override the normal track rotation with music suited to the moment.
Music Toggle
The player may turn music on or off during play.
| Key | Command |
|---|---|
| M | Toggle music on or off |
The music control was moved to M so the command is simple and natural to remember.
Title Screen Music
The game begins with title screen music active.
The title screen is the first breath of the castle. The music helps establish atmosphere before the player takes the first step.
Normal Exploration Music
Normal exploration uses a four-track rotation.
Required normal level music files:
level music.wav
level music 2.wav
level music 3.wav
level music 4.wav
Level Music Rotation
| Floors | Music File |
|---|---|
| 1-3 | level music.wav |
| 4-6 | level music 2.wav |
| 7-9 | level music 3.wav |
| 10-12 | level music 4.wav |
| 13-15 | level music.wav |
The rotation repeats every three floors.
This keeps the dungeon from sounding stale and gives the descent a stronger sense of movement. The player should feel that the castle is changing, not only through enemies and colors, but through sound.
Special Music Overrides
Special tracks still take priority over normal exploration music.
| Music File | Use |
|---|---|
| title screen music.wav | Title and chronicle screens |
| game over.wav | Game over screen |
| ending music.wav | Victory screen |
| arch music.wav | Archivist cabin and the deep Archivist encounter |
| minotaur theme.wav | Minotaur floors and major Minotaur encounters |
| boss battle.wav | King Azthengar only |
| blackmarsh music.wav | Blackmarsh swamp and the maze-like route through black water |
| forest edge music.wav | Forest Edge and Fairywood approach |
| witch home music.wav | The Great Witch Velinor’s home |
| forsaken village music.wav | Forsaken Village |
These overrides allow important moments to have their own identity. The Archivist should not feel like a normal hallway. The Minotaur should not feel like ordinary exploration. King Azthengar should carry his own dread.
Audio File Placement
All WAV files should be kept in the same folder as the compiled EXE.
If the music files are missing or placed elsewhere, the game may not be able to play the intended soundtrack.
Build 2026.05.25 adds new area identity tracks. Blackmarsh now has eerie but catchy swamp music. Forest Edge has a brighter and more joyous song. Velinor’s home has a whimsical witch-house theme. Forsaken Village has its own lonely, ruined sound. These tracks help the surface world feel less like one continuous space and more like a set of places with their own memory.
36. INTERFACE AND CONTROL POLISH
The 2026.05.18 build also includes important interface cleanup.
The goal of this pass is to make the game feel more professional and less crowded while keeping the retro CRPG style intact.
Footer Music Prompt
The music control was moved away from the title screen and into the gameplay footer.
Footer text:
M Music On / Off
This keeps the title screen cinematic while still making the music control visible during play.
Field Notes Cleanup
The Field Notes screen was cleaned up after the newer controls were added.
The music toggle line was removed from the Field Notes list.
The lower information section was compressed.
Extra spacing was reduced.
Overlapping lines were cleaned up.
The crowded return prompt was removed.
The lower blue information lines were tightened for a cleaner fit.
Satchel Cleanup
The Satchel screen was also cleaned up.
The extra bottom close prompt was removed.
The lower quick notes section was allowed more room.
Text no longer cuts across the bottom of the panel.
The interface feels less crowded.
Build Label Update
The visible build label was updated to:
AZTHENGAR BUILD 2026.05.20
This keeps the game version consistent with the newest music, economy, interface, and control changes.
37. BUILD 2026.05.18 TRUE THRONE UPDATE
Build 2026.05.18 expands the endgame structure of Azthengar and gives the final confrontation a stronger sense of weight, danger, and ceremony.
Major Progression Update
The earlier Azthengar battle has been moved into the role of a false-king encounter. Floor 100 now belongs to the Frozen Shadow of Azthengar. This battle is still important, but it no longer ends the game.
The true final battle now waits on Floor 200. This gives the player a longer descent and makes the deepest part of the castle feel more meaningful.
Floor 100 Update
Floor 100 now introduces:
THE FROZEN SHADOW OF AZTHENGAR
THE FALSE KING BELOW THE ICE
This encounter represents a shadow, echo, or false manifestation of Azthengar. It is designed to feel ominous without stealing the glory from the true final battle.
The ending screen has been removed from the Floor 100 victory. When the player defeats the Frozen Shadow, the adventure continues.
Floor 200 Update
Floor 200 now introduces:
TRUE AZTHENGAR, KING OF THE DEEP THRONE
THE DEEP THRONE AWAKENS
This is the real throne-room encounter. The room should be understood as the royal heart of the deep castle, where Azthengar finally reveals himself as the true ruler behind the descent.
Three Dragon Guardians
True Azthengar is protected by three dragons:
Temple Dragon
Crown Dragon
Blood Dragon
These dragons give the final battle a ceremonial structure. The player must break through the guardians before the king can truly fall.
Proper Ending and Endless Mode
After True Azthengar is defeated on Floor 200, the game now gives the player the proper ending. From there, the adventure continues into Endless Mode beginning on Floor 201.
This makes the endgame path clear:
Floor 100: defeat the Frozen Shadow of Azthengar
Floor 200: defeat True Azthengar and his three dragons
Floor 201: enter Endless Mode
The result is a stronger main quest, a more epic finale, and a cleaner path into the endless abyss beyond victory.
38. BUILD 2026.05.20 ENCOUNTER PORTRAIT UPDATE
Build 2026.05.20 focuses on the visual soul of combat.
The major addition is the encounter portrait card system. When the player faces a monster, the game can now present a dedicated combat portrait window with the enemy’s name, threat description, HP, and a coded face drawn directly by the engine.
This update is meant to make Azthengar feel more alive, more dangerous, and more on-topic with its dark fantasy identity. Instead of every enemy existing only as a tile or a line of combat text, the castle now gives its creatures a face.
Coded Portraits
The portraits are generated with QB64 drawing commands rather than loaded image assets.
This means:
No external portrait files are required
No asset folder is needed for the monster faces
The game remains easier to package with the EXE
The visuals stay consistent with the retro engine
The portraits feel like they belong inside the game rather than pasted on top of it
The style is intentionally old-school. The portraits are built from color, shape, shadow, and silhouette, like something from a lost DOS RPG or early console dungeon crawler.
Combat Card Layout
The encounter card is divided into clear areas.
The left side holds the monster portrait.
The right side holds the enemy name, threat sentence, HP text, and HP meter.
The bottom line holds the encounter flavor text.
This separation helps prevent the portrait from interfering with the text.
Text Wrapping and HP Meter Adjustment
The threat sentence in the upper right panel can now continue onto a second line when needed. This prevents long lines from crashing into the border.
To make room for this, the HP text and HP meter were moved downward.
The result is a cleaner combat card where the sentence, HP, and meter each have their own space.
Removed Technical Labels
The earlier technical labels under the HP meter were removed.
Removed labels:
CODED PORTRAIT
NO ASSET LOAD
These were useful during testing, but they broke immersion during play. Their removal makes the encounter window feel more like part of the world and less like a development screen.
Portrait Border Cleanup
Enemy portrait details are now kept inside the portrait frame.
This is especially important for teeth, tusks, jaws, and lower mouth details. The orc portrait, fairy skull-like face, and other enemy designs should no longer spill through the portrait border.
The goal is simple: the monster may be ugly, but the interface should be clean.
Face Guide Cleanup
Unwanted square, circle, and guide-like marks were removed from the portrait faces.
This affects combat portraits and NPC portrait presentation, including the Archivist window. The portraits should now look more intentional and less like unfinished construction shapes.
Mood States
The encounter portrait system supports mood states.
Normal: the enemy appears as itself.
Wounded-player / cruel state: the enemy may appear more threatening or amused.
Death state: the enemy appears broken, fading, or defeated.
This gives combat a little theatrical bite without needing complex animation.
Archivist Window Cleanup
The Archivist of Azthengar has received special attention.
His portrait is now meant to remain mysterious: brown robe, hidden face, shadowed hood, and a stronger dark-fantasy presence. The cleanup pass removed distracting guide shapes and helped the portrait feel more like a proper character window.
The Archivist should feel like a keeper of records, not a random NPC.
What This Update Means
Build 2026.05.20 does not change the entire structure of the game. It changes how the player feels the danger in front of them.
A skeleton is not just text.
An orc is not just a number.
The dragon is not just a health bar.
The Archivist is not just a name.
Azthengar is not just a final enemy.
The castle has learned to show its face.
39. BUILD 2026.05.25 VELINOR, BLACKMARSH, AND SWAMP DRAGON UPDATE
Build 2026.05.25 strengthens the newest surface and swamp additions. This update is about clarity, atmosphere, and making the path to Velinor feel like part of the myth instead of a hidden mistake.
The Great Witch Velinor
The Great Witch Velinor is now a major story figure. She is not only decoration, and she is not optional background. She is how the player learns the truth about the Amulet of Feligar and the true Azthengar waiting deeper in the castle.
Velinor tells the player that the first Azthengar is only a shadow. She warns that the true king waits at the second throne. She directs the player toward the Amulet of Feligar, which must be found between Floors 196 and 198 before the final confrontation on Floor 200.
Witch Door Moved to Forest Edge
The witch’s entrance now belongs in Forest Edge. A witch should live where the old trees remember her, not simply at the far end of the swamp. The door is moss-covered, strange, and tied to the forest atmosphere.
Current intended route:
Forest Edge -> Witch Door -> Velinor’s Home
This separates the witch route from the temple and dragon route.
Velinor’s Home
Velinor’s Home is its own area. The player enters a candlelit place of herbs, old bones, dangerous mercy, and whispered prophecy. The prophecy should be heard from Velinor herself rather than interrupting the doorway transition.
The clean flow is:
Step onto the witch door.
Enter Velinor’s Home.
Approach Velinor.
Press E to hear her prophecy.
Blackmarsh Reworked
Blackmarsh remains a dangerous swamp area, but it no longer needs to serve every purpose at once. It is the land of black water, frogs, toads, the temple road, and the Swamp Dragon.
Blackmarsh should feel eerie, wet, catchy in its music, and hostile in its wildlife. The swamp is still important, but it no longer steals the witch’s forest identity.
Swamp Dragon
The Blackmarsh dragon is now called the Swamp Dragon.
This replaces the earlier Green Dragon name in the swamp. The creature should be understood as a red marsh-fire dragon, not a green beast. It guards the temple road and remains one of the great surface threats before the deeper castle.
Frog and Toad Portrait Fixes
The swamp enemies have been cleaned up visually.
Marsh frogs now look more like frogs.
Giant swamp toads now look more like toads.
Both use sideways slit eyes.
Death portraits now show closed eyes instead of a black-box artifact.
The goal is simple: when the player sees the swamp creatures, they should immediately understand that these are amphibian horrors from Blackmarsh, not orcs or broken shapes.
Temple Road Separation
The witch route and temple road are separate.
The witch route belongs to Forest Edge and Velinor’s Home.
The dragon and temple route belong to Blackmarsh and the Swamp Dragon.
This makes the world cleaner and easier to understand.
40. AREA GUIDE: FOREST EDGE, BLACKMARSH, VELINOR’S HOME, AND FORSAKEN VILLAGE
The surface world now has clearer area identity. Each of these places has its own tone, music, and purpose.
Forest Edge
Forest Edge is the approach to the witch’s mystery. It should feel alive, bright, and old, with a joyous song that makes the woods feel like a place outside the castle’s direct grip.
Important feature:
The moss-covered witch door is found here. This is the entrance to The Great Witch Velinor’s home.
Blackmarsh
Blackmarsh is the swamp. It is not safe. It is wet, dark, and full of amphibian enemies. The player may encounter Marsh Frogs, Giant Swamp Toads, and the Swamp Dragon along the temple road.
Blackmarsh music should feel eerie yet catchy. The player is walking through danger, but the route should have rhythm and identity.
Velinor’s Home
Velinor’s Home is the witch’s inner place. It should feel candlelit, strange, whimsical, and slightly dangerous.
This is where the player learns about:
The first Azthengar being only a shadow
The true king waiting at the second throne
The Amulet of Feligar
The need to find the amulet between Floors 196 and 198
The importance of carrying it to Floor 200
Velinor is not a random NPC. She is a story gatekeeper.
Forsaken Village
Forsaken Village has its own music and mood. It should feel abandoned, wounded, and lonely. It is part of the surface world’s sadness, a place where the ruin of Azthengar can be felt outside the main dungeon.
Music Files for These Areas
Required area music files:
blackmarsh music.wav
forest edge music.wav
witch home music.wav
forsaken village music.wav
All should be placed in the same folder as the EXE.
41. CREDITS AND MESSAGE BOARD
Build 2026.05.25 keeps the credit simple and hidden inside the game flow.
When the player presses C, the message board displays:
Made By DBT.
This is not a full credits screen and does not require a fade, popup, or menu. It is a direct message-board credit line, fitting the old computer game feeling where secrets and author marks can live inside the interface itself.
42. SYSTEM REQUIREMENTS
Operating System:
Windows 7, Windows 8, Windows 10, or Windows 11
Processor:
Any modern Intel or AMD processor capable of running basic 32-bit or 64-bit Windows applications
Memory:
512 MB RAM minimum
Graphics:
Basic integrated graphics support. The game does not require a dedicated graphics card
Display:
A monitor capable of displaying the game window clearly.
Recommended minimum resolution: 1024 x 768
Input:
Keyboard required:
Azthengar is designed around keyboard movement, menu navigation, and command input
Sound:
Basic Windows-compatible sound device recommended. Music is supported and may be toggled on or off during play.
Storage Space:
At least 25 MB of free disk space for the game executable, manual, license, readme, changelog, and support files.
43. FINAL WORD TO THE ADVENTURER
The castle does not care that you are brave.
The dead were brave too.
They entered with swords, torches, prayers, maps, and promises. Now their bones lie in corridors where the light barely reaches. Their messages remain. Their warnings remain. Their failures remain.
You are not the first to enter Azthengar.
You may not be the last.
But if your sword holds, if your hunger does not break you, if poison does not claim you, if the Minotaur does not find you, if the dragon falls, if the Archivist lets the record continue, and if King Azthengar himself is finally brought low, then your name will belong to the castle forever.
Descend carefully.
The archive is open.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Build 2026.05.01
Written for players, wanderers, knights, and doomed souls
Azthengar is a single-player fantasy dungeon crawler in the tradition of old computer role-playing games, where a lone knight descends through the haunted castle of a wicked king. This manual is written in the spirit of classic RPG manuals, especially the kind that carefully explain the world, symbols, commands, monsters, items, and long-term goal of the adventure. The reference you shared is structured around sections like introduction, character, adventuring, map symbols, commands, dungeon exploration, combat, objects, winning, and death, so I followed that old-school organization for Azthengar while keeping the writing original.
TABLE OF CONTENTS
- Introduction
- The Story of Azthengar
- Beginning the Game
- The Player Character
- Player Attributes
- The Castle of Azthengar
- The Surface World
- Dungeon Floors and Depth
- The Map and First-Person View
- Commands
- Movement and Exploration
- Combat
- Leveling and Advancement
- Food, Hunger, and Survival
- The Satchel and Inventory
- Weapons, Armor, and Shields
- Potions, Scrolls, Relics, and Supplies
- Skeletons and Lost Messages
- Civilians and Castle Lore
- Monsters of Azthengar
- Special Enemies and Bosses
- The Minotaur
- The Dragon
- The Archivist of Azthengar
- King Azthengar
- Endless Mode
- Status Effects
- Hazards and Dungeon Features
- Shrines, Temples, and Relics
- Winning the Game
- Upon Death and Dying
- Strategy for New Players
- Advanced Strategy
- System Requirements
- Final Word To The Adventurer
1. INTRODUCTION
Azthengar is a fantasy role-playing adventure of darkness, danger, and discovery. The player assumes the role of a knight who enters a cursed realm ruled by the evil King Azthengar. The castle is vast, strange, and treacherous. Its halls contain monsters, traps, forgotten relics, frightened civilians, lost bones, secret messages, and old stories whispered by those who still survive within its shadow. The purpose of the game is simple to understand but difficult to accomplish. You must survive. You must descend. You must become stronger. You must face the horrors of the castle and eventually confront the powers that rule it.
Azthengar is designed with the feeling of an old computer role-playing game. It is not meant to rush the player from one spectacle to the next. It is a game of movement, pressure, exploration, resource management, atmosphere, and danger. Every floor is part of a larger descent. Every enemy is a threat. Every potion may matter. Every skeleton may carry the last words of someone who failed before you. The game uses a mixture of map-based exploration and a first-person dungeon view. The player sees the castle through a retro interface inspired by classic CRPGs, where imagination fills the darkness between the walls.
2. THE STORY OF AZTHENGAR
Long ago, the Kingdom of Seka was watched over by old powers, forgotten orders, and sacred relics. Among these relics, none was more feared or desired than the Amulet of Feligar, an artifact said to carry power beyond mortal rule.
King Azthengar, once a ruler of ambition and command, became consumed by the legends of this amulet. His castle darkened. His halls twisted. His soldiers vanished. Monsters crept into chambers where men once stood guard. Villagers began to whisper that the king was no longer merely a king, but something altered by greed, sorcery, and the deep hunger of the castle itself.
The castle became a wound in the land. Beneath it are catacombs, temples, serpent halls, bone galleries, cursed vaults, and deeper regions where reality begins to break. Some say the Minotaur waits in the depths. Some speak of a dragon guarding the way. Some whisper of the Archivist of Azthengar, a strange figure tied to the history of the place, watching, recording, and perhaps judging those who enter. The knight enters not for riches alone, but because Azthengar must be faced.
3. BEGINNING THE GAME
When the game begins, the player is placed at the start of the adventure. Depending on the build, the player may begin on the surface, near the castle, or within the early floors of the dungeon.
The player should first become familiar with movement, the map, the message box, and the basic commands. Azthengar rewards careful play. Running blindly into enemies or ignoring food, health, and equipment can quickly bring an adventure to an end.
The game is turn-based in spirit. Each movement, action, or encounter matters. The monsters of the castle are not merely decorations. They exist to weaken, poison, drain, surround, or destroy the player.
4. THE PLAYER CHARACTER
The player is a knight. This knight is not a superhero, not a chosen god, and not an unstoppable champion at the beginning of the game. He is a warrior entering a place where many others have died.
The knight begins with basic combat ability and must improve through exploration and survival. As the player defeats enemies and descends deeper into the castle, the knight grows stronger. Health, attack power, defense, and other values increase over time.
Unlike some role-playing games, Azthengar focuses less on complex character creation and more on the adventure itself. The question is not what kind of hero you create. The question is whether the hero can survive the castle long enough to become worthy of the final fight.
5. PLAYER ATTRIBUTES
The player’s survival depends on several important values.
Health
Health represents the knight’s life. When health reaches zero, the adventure ends. Health can be restored through certain items, effects, or healing opportunities.
Attack
Attack determines how much damage the player can deal in combat. A higher attack value makes it easier to defeat monsters before they cause too much harm.
Defense
Defense reduces or resists incoming damage. Stronger armor and natural improvement can help the player survive deeper floors.
Food
Food represents the knight’s ability to continue exploring. Hunger is part of the danger. Food must be watched carefully. Wasteful wandering can become deadly.
Inventory Space
The player’s satchel is limited. You cannot carry everything. Choosing what to keep is part of the game.
Floor Depth
The deeper the player descends, the more dangerous the castle becomes. Later floors bring stronger enemies, harsher conditions, stranger events, and greater rewards.
6. THE CASTLE OF AZTHENGAR
The Castle of Azthengar is the heart of the game. It is not merely a building. It is a haunted machine of stone, memory, blood, and old magic. The castle is divided into floors. Every few floors, the feeling of the game changes. The halls may darken. The colors may shift. The enemies may grow stranger. Ancient forces become more visible the deeper the player travels.
The castle contains:
Walls and corridors
Rooms and chambers
Stairways leading deeper
Enemies and bosses
Skeletons with messages
Civilians and lore-givers
Shrines and strange features
Items and equipment
Hazards and traps
Secrets and rare discoveries
The player must explore each level, survive its dangers, and find the way forward.
7. THE SURFACE WORLD
Azthengar is not only a dungeon. The world outside the castle also matters. The surface may include forests, coastline, villages, temples, and strange locations connected to the history of the kingdom.
The surface gives the player a sense that the castle belongs to a larger world. Villagers may speak of Azthengar. Some may mention the Minotaur, the dragon, the Archivist, or old legends that explain what lies below.
Surface areas may offer atmosphere, story, healing, warning, or direction. They also help make the castle feel more terrible by showing what exists under its shadow.
8. DUNGEON FLOORS AND DEPTH
Each floor represents a step farther from safety.
Early floors are meant to teach the player how the game works. Enemies are dangerous but manageable. Items are useful but not unlimited. Food is precious. The player should learn when to fight, when to heal, when to search, and when to descend.
Middle floors become more threatening. Monsters grow stronger. Status effects become more serious. The player may find better equipment, but the dangers increase with it.
Deep floors are hostile. The castle becomes less like a normal place and more like a cursed underworld. Bosses and special enemies may appear. The player should expect the game to test everything learned earlier.
Some versions of the game may include major encounters around very deep floors, including battles against the Archivist, the dragon, the Minotaur, and King Azthengar.
9. THE MAP AND FIRST-PERSON VIEW
Azthengar uses a combination of old-school dungeon presentation and map awareness.
The first-person view gives the feeling of standing inside the dungeon. Walls, enemies, NPCs, and features may appear in the main visual window. The map helps the player understand position and layout.
The player should learn to use both. The first-person view gives atmosphere and presence. The map gives survival information. Ignoring the map can cause the player to wander. Ignoring the view can cause the player to miss the feeling and danger of what stands ahead.
10. COMMANDS
Commands may vary slightly by build, but the following are the general controls and actions expected in Azthengar.
| Key | Command |
|---|---|
| Arrow Keys / Movement Keys | Move the player |
| I | Open the satchel or inventory |
| Tab | Access additional menus or rites if available |
| Enter | Confirm, continue, or advance certain screens |
| Space | Continue certain screens or prompts |
| C | Display a credit message |
| Escape | Exit menus or quit depending on context |
The player should always read the message box. Many important events, combat results, item notices, and story details appear there.
11. MOVEMENT AND EXPLORATION
Movement is the foundation of play.
Each step may reveal new corridors, enemies, items, hazards, or messages. The player should avoid wasting movement because food and survival resources matter. Exploration should be careful, especially on deeper floors.
A good explorer will:
Check nearby corridors before rushing ahead
Avoid unnecessary backtracking
Pick up only useful items
Watch health after every battle
Use healing before it is too late
Read messages carefully
Remember where stairs and hazards are located
The castle punishes panic. It rewards patience.
12. COMBAT
Combat occurs when the player encounters hostile creatures. The player attacks, the enemy may strike back, and the battle continues until one side is defeated.
Combat is influenced by:
Player attack
Player defense
Player health
Enemy strength
Enemy special effects
Equipment
Depth scaling
Luck
Not every fight should be treated casually. Even weak enemies can become dangerous if the player is already wounded or hungry. Stronger enemies may require potions or better equipment.
The message box reports combat events. Pay attention to damage, missed attacks, special effects, and warnings.
13. LEVELING AND ADVANCEMENT
As the player survives and defeats enemies, the knight grows stronger. Azthengar uses a straightforward advancement style designed to keep the game moving.
Rather than forcing the player to stop constantly and choose complicated upgrades, the game may improve the player through a rotating or automatic system. Health, attack, and defense may increase over time as part of the knight’s growth.
This keeps the focus on exploration and survival rather than menu management. The player should still understand that deeper floors expect a stronger character. If the player avoids too many battles, later encounters may become harder.
14. FOOD, HUNGER, AND SURVIVAL
Food is one of the most important resources in Azthengar.
The player cannot wander forever without consequence. Food decreases as the player travels. Earlier versions may have allowed food to accumulate too easily, but later balance changes make food rarer and more meaningful.
Food should be treated as survival fuel. Do not waste it. Do not assume there will always be more.
The maximum amount of food the player can carry may be limited. This creates a survival rhythm where every decision matters.
Good food strategy:
Do not wander aimlessly
Collect food when found
Do not rely on random food gain
Descend when ready
Avoid unnecessary loops
Treat food as seriously as health
A hungry knight is a dying knight.
15. THE SATCHEL AND INVENTORY
The satchel holds the player’s carried items. Space is limited, so every item matters. The player may not be able to carry more than a small number of items. This is intentional. Azthengar is not about hoarding every object. It is about deciding what will save your life.
You may need to choose between:
A healing potion
An antidote
A scroll
A better weapon
A shield
A relic
Food
The best item is not always the rarest. Sometimes the best item is the one that keeps you alive for one more floor.
16. WEAPONS, ARMOR, AND SHIELDS
Equipment improves the player’s chance of survival.
Weapons
Weapons increase attack power. A stronger weapon allows the player to defeat enemies faster.
Armor
Armor improves defense. Better armor may reduce damage and help the player survive longer fights.
Shields
Shields provide additional protection. In a castle full of monsters, even a small defensive improvement can matter.
The player should upgrade equipment whenever possible, but must also manage inventory space. Carrying old or weaker equipment may waste valuable satchel room.
17. POTIONS, SCROLLS, RELICS, AND SUPPLIES
Azthengar contains useful items that may be found throughout the castle.
Potions
Potions may restore health or provide other benefits. Healing should not be saved forever. Many players die with a potion still in their satchel because they waited too long.
Antidotes
Antidotes cure poison or help deal with venomous threats. These become especially important in serpent-themed areas or against poisonous enemies.
Scrolls
Scrolls may provide magical effects, protection, damage, or utility depending on the build.
Relics
Relics are special objects tied to the deeper mystery of the castle. Some may be rare discoveries. Some may exist for lore, scoring, power, or future systems.
Food
Food keeps the player going. It is both ordinary and vital.
18. SKELETONS AND LOST MESSAGES
Skeletons may be found scattered throughout the castle. These are not merely decorations. They are the remains of those who entered before you.
A skeleton may carry a lost message. Some messages are warnings. Some are tips. Some are final words to loved ones. Some hint at mechanics or dangers. Some exist only to deepen the sadness of the place.
The player should read them. A skeleton may tell you how to survive. It may also remind you that survival is not guaranteed.
Example types of skeleton messages:
Warnings about hunger
Hints about enemies
Mentions of poison
Final letters to family
Fearful notes about the Minotaur
Rumors of the dragon
Whispers about Azthengar
References to the Archivist
Prayers from the dying
These messages help turn the dungeon into a graveyard with memory.
19. CIVILIANS AND CASTLE LORE
Not everyone in Azthengar is a monster. Some civilians, villagers, wanderers, or trapped souls may still be found. These characters may speak to the player and provide lore.
They may discuss:
King Azthengar
The Amulet of Feligar
The Kingdom of Seka
The Minotaur
The dragon
The Archivist of Azthengar
The castle’s corruption
Old temples
Forgotten battles
Rumors from deeper floors
Dialogue may change as the player descends. Early civilians may speak in rumor. Deeper ones may speak in dread. Some may know more than they should.
Talking to civilians is not always required, but it enriches the adventure.
20. MONSTERS OF AZTHENGAR
The castle contains many enemies. Each has its own place in the dungeon’s ecosystem.
Rats
Weak but common. Dangerous when the player is already wounded.
Bats
Fast, irritating creatures that create pressure in early floors.
Goblins
Basic humanoid enemies. They are often stronger than vermin and may appear in castle halls.
Skeletons
Hostile undead warriors. Not to be confused with message-bearing remains.
Zombies
Durable undead creatures. They may take longer to kill.
Ghosts
Supernatural enemies that may cause fear, curses, or other strange effects.
Fire Imps
Magical or demonic creatures. They may be dangerous due to special attacks or elemental flavor.
Fairies
Small magical beings. In some builds they are weaker than fire imps and visually distinct.
Golems
Stone or constructed enemies. Golems are tougher and should feel heavy, ancient, and hard to destroy.
Serpent Guardians
Poisonous or temple-related enemies. They are associated with venom, coils, and old serpent halls.
Spiders
May appear in webbed or temple areas. They are associated with poison, slowdown, and entrapment.
Vampires
Dangerous enemies that may drain life. They should be approached with caution.
Each monster is a test of the player’s current strength, supplies, and judgment.
21. SPECIAL ENEMIES AND BOSSES
Special enemies are stronger than ordinary monsters and may appear at key points in the adventure.
Boss encounters should be treated seriously. They may have cinematic introductions, special music, screen shake, unique text, or dialogue. Mini-bosses may appear every fifth floor depending on the current build. These battles give the dungeon rhythm and make depth feel meaningful.
Boss strategy:
Enter with high health
Carry healing items
Avoid wasting turns
Read the message box
Understand the enemy’s pattern
Do not assume brute force will always work
A boss is not just a stronger monster. It is a gatekeeper.
22. THE MINOTAUR
The Minotaur is one of the great horrors associated with Azthengar. It is not merely a beast. It is a symbol of the maze, the hunt, and the fear of being trapped underground. The Minotaur may appear as a major encounter in the deeper castle. In some designs, it waits around a key floor as a survival-horror-style enemy, stalking the player through a dangerous area. The player should expect the Minotaur to be physically powerful. It should not be treated like an ordinary creature.
When preparing for the Minotaur:
Carry healing
Improve equipment
Watch movement
Do not enter weak
Expect a brutal fight
The Minotaur is the castle’s rage given flesh.
23. THE DRAGON
The dragon is one of the legendary creatures of Azthengar. It may guard a temple, block a path, or appear in connection with the Archivist. The dragon should be feared. It is large, ancient, and destructive. A red dragon especially suggests fire, violence, and royal danger. In some versions of the game, the player must battle the dragon before the adventure can continue. Defeating the dragon may cause another figure to vanish, retreat, or open the way forward.
Dragon strategy:
Do not fight wounded
Expect heavy damage
Use your strongest resources
Watch for special attacks
Treat the fight as a major event
A dragon is not an obstacle. It is a legend standing in your way.
24. THE ARCHIVIST OF AZTHENGAR
The Archivist of Azthengar is a strange and important figure. He is tied to memory, record-keeping, history, and perhaps judgment. He may appear as a mysterious presence, a lore figure, a character of power, or even a direct opponent.
The Archivist is not simply another villain. He represents the idea that Azthengar is being watched and recorded. Every death, every descent, every discovery may belong to his archive.
In a special deep-floor encounter, the Archivist may call upon a red dragon to battle the player. This encounter can carry a slightly playful, mythic, and personal tone while still fitting the world of the game.
Possible Archivist themes:
Keeper of forbidden records
Witness to the castle’s corruption
Guardian of hidden truths
A figure between player and legend
A strange final test before the deeper game continues
If the Archivist appears before you, read carefully. His words may matter.
25. KING AZTHENGAR
King Azthengar is the central evil of the game. His name hangs over the castle, the kingdom, and the entire adventure. He is associated with power, corruption, dark magic, and obsession. His desire for the Amulet of Feligar may have helped doom the castle. Whether he is still fully human is uncertain. The final battle against Azthengar should feel grand, difficult, and dangerous. He may strike with magic, sword power, teleportation, or other unnatural force. He should not fall easily.
Before facing King Azthengar:
Reach a high level
Improve equipment
Carry supplies
Prepare for a long fight
Expect multiple threats
Do not enter casually
Azthengar is the name on the castle. The castle is his shadow.
26. ENDLESS MODE
After the main victory condition, the game may continue into Endless Mode.
Endless Mode represents the abyss beyond the known adventure. The player may continue descending into increasingly dangerous floors. The purpose becomes survival, score, discovery, and legacy.
Endless Mode is for players who want to see how far they can go.
In Endless Mode:
Enemies may become stronger
Resources may become more precious
Bosses may return or evolve
The dungeon may become stranger
The player’s story continues beyond victory
Winning is glory. Continuing is madness.
27. STATUS EFFECTS
Some enemies and hazards may inflict conditions on the player.
Poison
Poison damages or weakens the player over time. Antidotes are important.
Curse
A curse may reduce effectiveness, cause danger, or create negative effects depending on the build.
Bleed
Bleeding represents ongoing injury. It may drain health until healed or ended.
Fear
Fear may interfere with action, combat, or confidence. Ghosts and supernatural enemies may cause fear.
Life Drain
Some enemies may steal health or vitality. Vampires are especially associated with this danger.
Status effects make combat more than simple damage trading. They force the player to carry proper supplies and respect certain monsters.
28. HAZARDS AND DUNGEON FEATURES
The castle itself is dangerous.
Possible hazards include:
Poison tiles
Cursed zones
Blood shrines
Unstable stones
Webbed floors
Venom pools
Reality-warped spaces
Dark magical chambers
Strange temple markings
Hazards may damage, poison, slow, curse, or frighten the player. The deeper the player goes, the more the environment itself should feel hostile.
The player should not assume every floor tile is safe.
29. SHRINES, TEMPLES, AND RELICS
Azthengar contains sacred and corrupted places.
Shrines
Shrines may heal, cleanse, bless, curse, or trigger unusual effects. The player should approach them with caution.
Temples
Temples are larger themed areas or legendary locations. Examples may include serpent temples, temples of life, sun temples, or other sacred ruins.
Relics
Relics connect the player to the deeper lore of the castle. Some may be useful. Others may be mysterious. The Amulet of Feligar is among the greatest legendary objects associated with the world.
Temples and relics help reveal that Azthengar is not merely a dungeon, but an ancient place layered with faith, greed, memory, and ruin.
30. WINNING THE GAME
To win Azthengar, the player must survive the descent and defeat the great evil that rules the castle.
Depending on the build and current structure, this may involve:
Reaching the deepest required floor
Defeating major bosses
Surviving the Minotaur
Defeating the dragon
Confronting the Archivist
Facing King Azthengar
Passing into Endless Mode
Winning does not erase the castle. It proves the knight was strong enough to stand against it.
A true victory should feel earned.
31. UPON DEATH AND DYING
Death is part of Azthengar.
Many have entered the castle. Most have failed. The skeletons on the floor are proof.
When the player dies, the adventure ends or returns to a restart condition depending on the build. The player should treat each death as a lesson.
Ask yourself:
Did I waste food?
Did I fight too many enemies while wounded?
Did I ignore poison?
Did I carry the wrong items?
Did I descend too early?
Did I miss better equipment?
Did I wait too long to heal?
Death is not always unfair. Often, the castle gives warnings before it kills.
32. STRATEGY FOR NEW PLAYERS
New players should follow these basic rules.
1). Read the message box.
2). Do not rush into every enemy.
3). Keep health high.
4). Use healing before it is too late.
5). Watch food carefully.
6). Upgrade weapons and armor when possible.
7). Do not carry useless items.
8). Talk to civilians.
9). Read skeleton messages.
10). Learn which enemies cause poison, fear, curse, or drain.
11). Descend when ready, not when desperate.
Remember that Azthengar is a survival adventure as much as a combat game.
33. ADVANCED STRATEGY
Experienced players should think in terms of floor economy.
Every movement costs time. Every fight costs health. Every item costs inventory space. Every floor asks the same question: what do you need to survive the next one?
Advanced players should:
Plan routes through explored areas
Avoid unnecessary loops
Save antidotes for poison-heavy regions
Keep one healing option whenever possible
Do not overvalue weak equipment
Learn enemy danger tiers
Use lore clues to anticipate bosses
Prepare before every fifth floor if mini-bosses are active
Treat food as a clock
Treat the satchel as a tactical choice
The best players do not merely fight well. They manage risk.
34. SYSTEM REQUIREMENTS
Operating System:
Windows 7, Windows 8, Windows 10, or Windows 11
Processor:
Any modern Intel or AMD processor capable of running basic 32-bit or 64-bit Windows applications
Memory:
512 MB RAM minimum
Graphics:
Basic integrated graphics support. The game does not require a dedicated graphics card
Display:
A monitor capable of displaying the game window clearly.
Recommended minimum resolution: 1024 x 768
Input:
Keyboard required:
Azthengar is designed around keyboard movement, menu navigation, and command input
Sound:
Basic Windows-compatible sound device recommended.
Storage Space:
At least 25 MB of free disk space for the game executable, manual, license, readme, changelog, and support files.
FINAL WORD TO THE ADVENTURER
The castle does not care that you are brave.
The dead were brave too.
They entered with swords, torches, prayers, maps, and promises. Now their bones lie in corridors where the light barely reaches. Their messages remain. Their warnings remain. Their failures remain.
You are not the first to enter Azthengar.
You may not be the last.
But if your sword holds, if your hunger does not break you, if poison does not claim you, if the Minotaur does not find you, if the dragon falls, if the Archivist lets the record continue, and if King Azthengar himself is finally brought low, then your name will belong to the castle forever.
Descend carefully.
The archive is open.